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[personal profile] bluegargantua
Hi,

Another Diaspora character.


Ajeet/Sejal

Growing up: Your grandfather would tell you stories of the time before the Slipknots opened and the outsiders came and the mild panic that swept Darmini's Rest. No one was sure if the outsiders were friendly or not. The surprise of the Confederation and Eigen running into each other and their realization that neither had the upper hand in the system brought some sense of relief but far-sighted people realized that this made Darmini the central battleground. Your father was one of those visionaries and as a young boy had always dreamed of joining the Ministry of Knowledge Preservation. He succeeded and rose to a fairly prominent position. Sadly, this often meant he wasn't around, but you knew he was out accomplishing big things and you hoped to join him someday.

Aspects:

  • A Tradition of Service
  • Well-Versed in Darmini Bureaucracy.


Starting Out: Eventually, you did join him. Along the way, you discovered an innate desire to help other people in direct and concrete ways and so you learned medicine. When you finally joined the MKP, you went to work in the Medical department. There were any number of medical advancements that the founders had preserved although current Darmini technology was unable to reproduce them. In particular, Darmini contains a particularly nasty virus that causes chronic, long-term diseases and can't readily be rooted out of humans, due in part to its unique biological make-up. This was a problem solved for your ancestors and you can see the schematics for some advanced micro-chemical devices that could cure the problem, but the finer points of how to make it elude you. Your mission was to find a way to gain the knowledge from the outsiders, by hook or by crook, and get it back to the MKP.

Aspects:

  • Theoretical Medicine
  • Industrial Espionage


Crisis: Your mission was a success, but it was like pulling on a frayed sweater. There was always a bit more technical "string" that needed to be teased out in order for the cure to work. So you kept up at it, doing your best to evaluate everything the MKP could find on outsider medical technology. Then you discovered a black op project to build specialized germ warfare packages that would target genetic markers on the outsiders while avoiding Darmini. Some of it depended on the information you'd already uncovered. You were aghast and disrupted the first scheduled "test". You took the information and fled Darmini with the Captain of the vessel who was to be the first (unknowing) test subject. You've never told the Captain about what happened (Darmini would be crushed if word got out) and you've been careful not to set foot on Darmini since.

Aspects:

  • Humanitarian
  • Looking Over My Shoulder


Sidetracked: The Captain is a bit of a rogue, always has some shady scheme going (although nothing out-and-out illegal). He took you on a run to Concordia where he was making some sort of transfer with an in-system merchant. You were jumped by the cops and the merchant fled in a panic leaving one of their crew members injured and floating. The Captain got the Concordian on the boat and you patched him up. Thanks to the dizzying array of technology at your disposal you were able to provide the Concordian with some cybernetic upgrades. That seemed to cement your place on the crew. The Captain has been good about keeping you hidden whenever you pass through Darmini's Rest.

Aspects:

  • Calm in Emergencies
  • Technophile


On your own: Since then, you've picked up a few other crew members from various systems who all have various reasons to stay on with the Captain rather than try to find their own way. The Captain currently has this plan where he hopes to upset the socio-political order of Fairhaven to gain a temporary (but very lucrative) windfall. You suspect that your skills will be very high in demand very soon. The MKP doesn't favor such heavy-handed operations, but you've seen some of the various scenario projections. Fairhaven is getting a raw deal in your opinion, but the balance of power in the cluster is quite favorable to Darmini and upsetting that balance might be real bad for Darmini. Still, although it's an audacious operation, the Captain is surprisingly resourceful and always hates to see potential customers go to waste.

Aspects:

  • Voice of Reason
  • Aura of Confidence


Skills:

Level 5: Medical
Level 4: Stamina, Resolve
Level 3: Stealth, Tactics, Charm
Level 2: Brawling, Culture, EVA, Science
Level 1: Close Combat, Slug Thrower, Micro-G, Bureaucracy, Archeology

Stunts:

Military Grade Medical -- Disable a free tag on an allies Health Track in combat.
Military Grade Bureaucracy -- You can forge documents.
"Heal Myself" -- Allies can use your Medical skill at level 3 to fix you.


Tracks:

Health: O O O O O
Composure: O O O O O
Wealth: O O O


later
Tom
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